/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTypes.h
Cached data associated with an Actor using an Ability. -Initialized from an AActor* in InitFromActor -Abilities use this to know what to actor upon. E.g., instead of being coupled to a specific actor class. -These are generally passed around as pointers to support polymorphism. -Projects can overrideUAbilitySystemGlobals::AllocAbilityActorInfoto override the default struct type that is created.
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FGameplayAbilityActorInfo
TWeakObjectPtr<...
AbilitySystemComponent
Ability System component associated with the owner actor, shouldn't be null
FName
AffectedAnimInstanceTag
The linked Anim Instance that this component will play montages in.
TWeakObjectPtr<...
AnimInstance
Anim instance of the avatar actor. Often null
TWeakObjectPtr<...
AvatarActor
The physical representation of the owner, used for targeting and animation.
TWeakObjectPtr<...
MovementComponent
Movement component of the avatar actor. Often null
TWeakObjectPtr<...
OwnerActor
The actor that owns the abilities, shouldn't be null
TWeakObjectPtr<...
PlayerController
PlayerController associated with the owning actor. This will often be null!
TWeakObjectPtr<...
SkeletalMeshComponent
Skeletal mesh of the avatar actor. Often null